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Apr 13 Druid Love! (5E Preview)

This 5E druid class customization is a preview from The Gods Have Spoken, a supplement for 5th edition Dungeons and Dragons. The work is still in progress, so may change before publication.

Druid: Circle of Life

Life is everywhere, and you are connected with all life on a mystical level. When the weave of life is cut, you use your connection to restore it and regenerate life.

Wild Healing

Starting at second level, your healing spells are more effective. Whenever you use a spell at 1st level or higher to restore hit points to a living creature, the creature regains an additional hit points equal to 2 + the spell’s level.

Change Regeneration

Starting at second level, when you use you Wild Shape ability you heal yourself a number of hit points equal to your constitution bonus + your level.

Life Circle Spells

At 3rd, 5th, 7th, and 9th levels you gain access to spells imbued with your devotion to the web of life.

Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that isn’t on the druid spell list, that spell becomes a druid spell for you.

Druid Level

Circle Spells

3rd

cure wounds, goodberry

5th

lesser restoration, revivify

7th

death ward, locate creature

9th

mass cure wounds, reincarnate

Protected Healer

Beginning at 6th level, healing spells you cast on others heal you as well. Whenever you use a spell at 1st level or higher to restore hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.

Healing Beast

Beginning at 10th level, you can cast any of your spells that restore hit points to a creature in any shape you take on using Wild Shape. You can perform the somatic and verbal components of a druid spell while in Beast Shape, but you are not able to provide the material components.

Enhanced Regeneration

Beginning at 14th level, you always have regenerate prepared, and it doesn’t count against the number of spells you can prepare each day. When you cast regenerate, the target regains 4d12 + 20 hit points instead of 4d8 + 15. For the duration of the spell, the target regains 2 hit points per round instead of 1.

When you cast regenerate, you get the spell slot you used back at the end of your next short or long rest.